pub struct InstanceBuffer<K: BufferLayout> {
    pub unprocessed: Vec<Vec<OrderedIndex>>,
    pub buffers: Vec<Option<InstanceDetails>>,
    pub clipped_buffers: Vec<Vec<ClippedInstanceDetails>>,
    pub buffer: Buffer<K>,
    pub layer_size: usize,
    /* private fields */
}

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§unprocessed: Vec<Vec<OrderedIndex>>§buffers: Vec<Option<InstanceDetails>>§clipped_buffers: Vec<Vec<ClippedInstanceDetails>>§buffer: Buffer<K>§layer_size: usize

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impl<K: BufferLayout> InstanceBuffer<K>

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pub fn create_buffer( gpu_device: &GpuDevice, data: &[u8], layer_size: usize ) -> Self

Used to create GpuBuffer from a BufferPass. Only use this for creating a reusable buffer.

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pub fn add_buffer_store( &mut self, renderer: &GpuRenderer, index: OrderedIndex, layer: usize )

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pub fn finalize(&mut self, renderer: &mut GpuRenderer)

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pub fn new(gpu_device: &GpuDevice, layer_size: usize) -> Self

creates a new pre initlized InstanceBuffer with a default size. default size is based on the initial InstanceLayout::default_buffer length.

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pub fn count(&self) -> u32

Returns the elements count.

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pub fn len(&self) -> u64

Returns the elements byte count.

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pub fn is_empty(&self) -> bool

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pub fn max(&self) -> usize

Returns vertex_buffer’s max size in bytes.

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pub fn is_clipped(&self) -> bool

Returns if the buffer is clipped or not to deturmine if you should use buffers or clipped_buffers.

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pub fn set_as_clipped(&mut self)

Sets the Buffer into Clipping mode. This will Produce a clipped_buffers instead of the buffers which will still be layered but a Vector of individual objects will Exist rather than a grouped object per layer. Will make it less Efficient but allows Bounds Clipping.

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pub fn stride(&self) -> usize

Returns buffer’s stride.

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pub fn instances(&self, bounds: Option<Range<u64>>) -> BufferSlice<'_>

Returns wgpu::BufferSlice of vertices. bounds is used to set a specific Range if needed. If bounds is None then range is 0..vertex_count.

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pub fn with_capacity( gpu_device: &GpuDevice, capacity: usize, layer_size: usize ) -> Self

Creates a Buffer based on capacity. Capacity is the amount of objects to initialize for.

Auto Trait Implementations§

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impl<K> !Freeze for InstanceBuffer<K>

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impl<K> !RefUnwindSafe for InstanceBuffer<K>

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impl<K> Send for InstanceBuffer<K>
where K: Send,

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impl<K> Sync for InstanceBuffer<K>
where K: Sync,

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impl<K> Unpin for InstanceBuffer<K>
where K: Unpin,

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impl<K> !UnwindSafe for InstanceBuffer<K>

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